multimedia games development com429 week 9 storytelling process
TRANSCRIPT
Multimedia Games Development
COM429
Week 9 Storytelling Process
Learning Outcomes
Understand the process of story telling in the context of computer game development process
Be aware of standard storytelling techniques Understand plot development, conventions
and the roles each character type plays
Storytelling in Games
Until recently storytelling in computer games was mainly restricted to adventure games
Majority of games of all genres now have storylines or story elements
Storyline can be an integral part of game or may just provide context
Important to understand the storytelling process
Storytelling in GamesEvery story has 3 key parts, the plot, the setting
and characters
The plot is about how a drama/story unfolds and develops
The setting is the world being explored in the story, it includes the world geography, history and setting
The characters are the participants in the story, having experiences and interacting with world elements
Traditional Storyline Structures
Storytelling is an ancient art. It follows a
traditional structure/formula. There are 2 forms
predominant in gaming
The Three Act Structure The Hero’s Journey (Monomyth)
Three Act Structure
Common Hollywood technique Simple idea/structure A story has a beginning, middle and an end
Three Act Structure: Beginning
Capture player interest by placing them into the action or drama of the story
Back story and background events are introduced
Objective of this stage is to capture the player’s attention by drawing them into the story
This phrase should also introduce the quest or players task as early as possible
God of War: Beginning God of War tells the story of Kratos The game's opening shows Kratos hurling himself
down a mountain because the gods of Olympus have abandoned him
During the game you learn what made Kratos switch from a brutally efficient mass murderer to a suicidal cliff diver.
Three Act Structure: Beginning
Different approaches to the Beginning
One approach is that the game starts with the plot already in motion and the problem introduced immediately
Back story/background information is added later Other approach is to start with back story before
the problem is introduced This allows the player to bond with the character
Three Act Structure: Middle
Middle section of the story usually involves a range of obstacles that the character must overcome to resolve the problem
Additional back story/background is introduced here
Three Act Structure: Middle
Essential to introduce new obstacles throughout the middle section
Each task accomplished should lead to a harder challenge
Hero must face choices that make them develop and grow
Game play focuses on mental and physical tasks
Story driven conflict plays on emotions
Three Act Structure: Middle Traditionally obstacles appear in a linear
fashion Game platform allows for non linear plot
development based on multiple paths This allows player freedom and more control
over their experience
Three Act Structure: End
The end is where the problem identified in the beginning is resolved
The player has achieved the long-term objective of the game
The end should bring together and resolve all themes and issues introduced in the game
Three Act Structure: End At the end of the game, the player must
overcome the final boss or villain This boss was the main source of the
obstacles\challenges in the game This act of vanquishing the final boss should
be very rewarding for the player
God of War 2 Final Boss
Three Act Structure: End Game non-linearity can provide multiple
paths through the middle act It can also provide multiple endings to a
game Each ending should make sense to the
player in the context of their actions in the game
These alternate endings should reflect success or failure based on players actions in the game
Multiple Endings
Path through Shadow the Hedgehog is six stages long followed by a final boss fight
There are 326 different paths you can take in the game
With over 20 levels to explore And many different endings to see
Three Act Structure: Summary
Three act structure is a simple and easy to
follow template for a game story line. It is based
on simple premise
Get your hero in a mess Make it worse Get the hero out of the mess
Hero’s Journey (Monomyth) Hero’s Journey or Monomyth Common cross cultural story pattern Common in films e.g. Star wars Can be used in games
Hero’s Journey (Monomyth)
Hero’s Journey (Monomyth) Home/exposition is where the main character is
introduced in ordinary surroundings before the start of the adventure
Call is where the main character is called to an adventure. They leave their ordinary world to go on a quest or journey
Leads to another unknown world
Hero’s Journey (Monomyth) Refusal is where the hero initially rejects the
call as they do not want to leave the comfort and safety of a familiar world
Usually the decision to leave is not straightforward leading to ramifications later
Further information is usually given at this stage by a mentor that changes the heroes plans
This leads to the heroes departure to undertake the quest
Hero’s Journey (Monomyth) The hero is tested during the journey usually
in the form of challenges These challenges involve solving problems,
facing their fears and defeating enemies This process allows the hero to growth and
develop The journey usually ends with the hero
rewarded (not always but usually)
Hero’s Journey (Monomyth) The journey involves many ordeals Usually the biggest challenge is near the
end when the hero is nearly safe This is usually the greatest conflict and can
lead to success or failure This usually involves resurrection where an
enemy reappears (Twist in the tale)
Hero’s Journey (Monomyth)
The return marks the end of the journey The hero returns to the ordinary world left
behind at the start of the story The process is circular, it ends where it
begins but the hero has under gone a life changing experience
The circular format allows the process to begin again
Hero’s Journey (Monomyth) This structure is not rigid and can be varied,
this stops the format being overused or becoming stale
Story can focus on individual stages Some stages can be omitted Resurrection is widely used in games where
the boss returns This format is not suitable for multi-character
stories with multiple main characters
Developing the Plot The plot is how the story unfolds rather than
what the story is about It is about how the elements connect and
are related and interact Every storytelling format has plot elements
to guide the story along
Plot Development In computer games game play and plot are
inherently interconnected using story elements
Obstacles and challenges are linked to plot of the story engaging the player
The story progresses by the completion of challenges and removal of obstacles
Conflict Balancing
Tension is maintained by having the player always close to disaster and narrowly escaping
This necessitates careful balancing in the design of the story and the game play
Extra effort required in multi-player games where balance between players must be maintained
Emphasis Shifting To keep the player interested and the story
dynamic it is necessary to shift the focus of the player
This gives the player the choice and freedom to deviate from the main storyline but at some stage they need to return
This is achieved by varying quests, missions and tasks and introducing new characters or weapons
Foreshadowing Events
Foreshadowing is a standard technique hinting
at a some future event or forthcoming change.
It serves a number of purposes
To provide a warning to the player To set mood or tone To build anticipation or a feeling of trepidation To engage player (second guess outcome) To set the tone or mood in the game
Suspension of DisbeliefSuspension of disbelief relates to a player’sacceptance of the artificial world created withinthe game
It allows for the acceptance of the rules and experiences of the game world
Immersion allows the player to become totally involved in the game blocking out the real world accepting it as reality
World Consistency & Realism Realism is used in games to mimic real
world as closely as possible (Genre dependant)
World consistency is essential to maintain player immersion
Regardless of context the story/plot must be believable in terms of consistency
Plot Development: Interactivity
Computer games are an interactive medium Storyteller shares/cedes control of story flow
with the player In some instances the player takes on the
roles of story formation and guides plot development
Nonlinear Plot Development Traditional storytelling follows a linear path
developing temporally Computer games add interactivity giving
player choice Balance required between linear nature of
the storyline and non linear action facilitated by player freedom
Nonlinear Plot Development This is usually achieved through a series of
linearly connected open areas This allows the player the freedom to
undertake challenges in their own time which results in a variety of game experiences
These individual episodes are put together in a linear fashion enabling the storyteller to retain control over the story
Fourth Wall Convention Fourth wall convention is theatrical reference Tradition theatre sets have three walls The audience views the play through the
invisible fourth wall Actors perform as if the fourth wall is as real
as the others Ignoring this convention removes the illusion
that the actors on stage are not aware that someone is watching them
Fourth Wall Convention Traditionally you comply with this convention Breaking it reduces player immersion as the
actors are acknowledging the game is not real
Occasionally (carefully) done in the form of commentary
Crisis, Climax & Plot Resolution
Crisis, climax and resolution is another classic
approach used in storytelling
Crisis is where the challenge is introduced and tension begins to build
Climax is the moment of truth e.g. moment of confrontation, accusation, conflict or violence
Resolution is the outcome of the climax brought about by the crisis
Crisis, Climax & Plot Resolution
Tension is raised through a crisis – climax -resolution format (Major story arc)
Minor Story Arcs
There are also minor story arcs These are made of single crisis, climax,
resolution sequences
Story SettingStory setting is typically well done in the latestcomputer games aided by photo-realistic graphics and high quality sound
A story setting involves the entire game world
It includes mood and atmosphere elements e.g. time, weather
These individual element combine together to create the game world
Story SettingThe creation of a good setting for a computer game is
a complex process
The story setting should flow naturally from the game idea
All other elements should be set in this context The setting should engage the players senses to
increase immersion
Stalker Shadow of Chernobyl
Stalker Shadow of Chernobyl
Game Characters Characters are usually an integral and
central part of a story and can make a game It is essential to ensure the characters are
well thought out and developed
Game Characters & NPC’s
Characters are controlled by the player or the game (NPC)
Player Characters (PCs) are characters controlled by the player
If there is a single central character it is referred to as the player’s avatar
Option to have multiple player controlled characters
Game Characters & NPC’s
Two basic approaches to player character
development
Create the bare bones and let the players imagination do the rest
Develop the complete character with a well defined persona
Both options can be used successfully
Game Characters & NPC’s NPC’s (Non Player Characters) are
characters not controlled by the player Typically controlled by game AI NPC’s take on various guises to implement
elements of game play
Game Characters & NPC’sNPC’s fulfill a range of roles in computer games
Help develop storylines, set the tone and convey emotions or reactions
Main player character will fight the boss without fear
The strength of the boss character can be conveyed in NPC’s e.g. cowering or running away
Game Character TypesRange of common character types used in computer games
Licensed characters that exist in the real world or another medium (Movies)
Mythic characters are based in history Animal characters derived from animals and given
human characteristics Historical characters from real world history Fantasy characters created from scratch
Game Character RolesRange of (classic) roles a character can take in
a game Hero role (Usually the player) Role is to overcome challenges and
difficulties while making a few sacrifices on the way
Hero typically perform all their own stunts
Game Character Roles Mentor is a character who guides the hero
towards some action Usually portrayed as older and wiser to give
guidance and advice Usually on the heroes side
Game Character Roles The shadow is the opposite of the hero and
is usually the made villain in the computer game
Usually main cause of characters problems May not appear until the game climax
(Raises tension) Game may include minor shadows
Shadow the Hedgehog
Game Character Roles
Main character allies are characters that aid the hero and help with tasks
Allies can take many forms and can be sidekicks or pets etc
E.g. Miles "Tails" Prower from the Sonic the Hedgehog series
Game Character Roles Guardian characters are used to impede
and test the main character These can be lieutenants of the shadow
A Tank monster from Quake II.
Game Character Roles Trickster is typically a neutral character used
to create mischief and cause damage or inconvenience
Can be used to steal players goods or weapons
Game Character Roles
A damsel in distress is a character that has been kidnapped by a villain
Usually requires the hero to come to their rescue
Princess PeachSuper Mario Bros
Game Character TypesAs well as character roles there are also
classic character types associated with any
Story. These include
Protagonists Antagonists Co-protagonist Supporting characters
Game Character Types
Protagonist is the main character in the game.
In a single player context the story will center
around this entity.
The protagonist will move the story forward by
causing things to happen rather than reacting
Game Character Types
Protagonists are not always good and not always the hero
In some instance the protagonist can be a villain or anti-hero
Classic types include the vigilante, the drifter and the noble criminal
Game Character Types
The antagonist opposes the protagonist and need not be good or evil
An antagonist is a character or an institution who represents the opposition against which the hero(es) or protagonist(s) must contend
Classically where the action consists of a hero fighting a villain, the two can be regarded as protagonist and antagonist, respectively
Game Character TypesCo-protagonists sometimes join forces with the
protagonist in a game or story
This is game dependent and could be other player or non player character
Sometimes these characters will cooperate with the protagonist
Sometimes they will compete instead with the main player (but not oppose them).
Game Character Types Supporting characters ensure the
protagonist stays focused on the task These characters can either support the
protagonists or antagonists in the story
Diddy Kong Donkey Kong
Character Development Good character development is difficult Essential to create characters that players can
empathise with by using character traits or weaknesses players can identify with
Character growth is essential but hard to accomplish and is not solely (traditionally) based on stats, skills or weapons
Problem due to interactive nature of the medium (player control)
Growth in computer games is based more on the player experience
Character DevelopmentThe process of character development is called the character arcand is how the character changes throughout the story E.g.
Tootsie (Film) where Dustin Hoffman’s character begins as a misogynistic chauvinist who plays the part of a woman. Through this he changes in how he views women and becomes a different character by the end.
In The Godfather, Michael Corleone does not want to be a mobster. When his father is attacked and barely survives, Michael begins a war of retribution on those responsible.
Based on the game events the character will develop in a similarfashion to a story arc e.g. crisis, climax, and resolution
Character Development Selfish, only concerned with their own needs Interpersonal where bonding occurs with
another character on a one to one basis Team bonding with groups with common goals
and interests Community bonding, becoming part of a larger
organized network Humanity, concerned with the well being of
everyone
Character Development
Usually characters start at the lower levels and rise to the top as their perspective broaden aided by experiences
Alternatively characters start at a higher level and move to lower levels E.g. protagonists (villains) and their fall from grace.
Character Triangle Character triangle is a powerful three way
relationship between contrasting characters in a story
This usually involves the protagonist, the antagonist and a supporting character
Each story can have multiple triangles, each representing a sub-plot and characters can appear in several triangles at once
Common example is a love triangle
Verbal Character Development Using monologues characters have the
opportunity to reveal their inner thoughts and struggles
Needs to be used effectively
Visual Character Development As the character develops their visual
appearance can change e.g. body size or build, physical appearance, clothing etc...
Techniques for Storytelling
In computer games two approaches are used
to develop stories
Cut scenes/scripted events Verbal commentary
Cut ScenesCut scenes are short movies that punctuate the game whereeach cut scene has specific goals including
Advancing the plot Introducing new levels, weapons or characters Pad out mission goals
Python Lives, Metal Gear Solid
Cut Scenes Technologies have evolved to allow the
same assets to be used for both cut scenes and the game
This consistency increases player immersion Downside is that the player loses control
Scripted EventsScripted events are short sequences in levels triggered by player activity
Typically short pieces of dialogue or action Helps to built story or direct player E.g. an
enemy could be shown touching a red box and then exploding. This will teach the player that red boxes are explosive
Again needs careful use
Verbal Commentary
Verbal commentary has many purposes within
a game
It can introduce a character or pad out back story
It can advance the plot It can establish relationships
Verbal CommentaryNumber of different approaches used
Character monologue is used for illustrating the character’s mental, emotional, or psychological state and inner thoughts
Narration is commentary made by a NPC to provide backstory
Verbal interaction between two or more characters in the game
Should be brief and to the point
Verbal Commentary
Characters are a part of the game and should not talk about what they cannot be aware of
Dialogue should be realistic and consistent with other game elements
It should have a purpose, be brief and to the point
Game Play Game play should be used to advance the
story line Each challenge completed should advance
the story Each challenge should be consistent with
the story and the player’s role in it
Summary
Story development in games an important process
Based on traditional techniques Needs to be tailored enhanced to cater for
non linearity and player interaction
Multimedia Games Development
COM429
Week 9 Storytelling Process